Material skews and stretches when placed on a new object
Object Texture Coordinates with uniform scale

If a procedural texture has no input, by default it is mapped with Generated Texture Coordinates type which basically have a Z coordinate value of zero at the bottom face and 1 at the top faces.

As your object is tall, between the two faces there is a lot of space to be filled compared with the other object where the texture looks un-stretched.

To get rid of the dipandency from the geometry size I would suggest to use Object Texture Coordinates, which is based on the Origin location and Scale. Using a uniform scale for the object (e.g. 1,1,1, 0.2,0.2,0.2...or applying the scale with Crlt+A) will result in a isotropic texture mapping too.